Rickylachow

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Feb 6th, 2022
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  1. example_exp_table:
  2. first_table_item:
  3.  
  4. # This item will drop every 3 level ups
  5. period: 3
  6.  
  7. # This item has a 80% chance to drop every 3 level ups
  8. chance: 80
  9.  
  10. # Every successive fail in claiming the item will reduce
  11. # the risk of failing future claims by X%. With a 80%
  12. # fail reduction rate, chances become:
  13. # - 80%
  14. # - 96%
  15. # - 99.2%
  16. # - 99.84%
  17. # so on forever..
  18. #
  19. # This is better than just increasing the claim chance by a
  20. # certain amount each time because otherwise the claim chance
  21. # just becomes/surpasses 100% at some point.
  22. fail-reduction: 80
  23.  
  24. # What happens when that item is claimed
  25. triggers:
  26. - 'exp{amount=20}'
  27.  
  28. second_table_item:
  29. period: 2
  30. triggers:
  31. - 'exp{amount=80}'
  32. - 'command{format="broadcast Boy, %player_name% level up twice in one of his(her) professions!"}'
  33.  
  34. # Exp table used by class to provide
  35. # one skill point every level up
  36. class_exp_table:
  37. skill_point:
  38. period: 1
  39. triggers:
  40. - 'command{format="mmocore admin skill-points give %player% 1"}'
  41.  
  42. second_exp_table:
  43.  
  44. # Base exp every level up, sweet.
  45. some_item:
  46. period: 1
  47. triggers:
  48. - 'exp{amount=100}'
  49.  
  50. # Extra exp every 3 levels
  51. some_other_item:
  52. period: 3
  53. triggers:
  54. - 'exp{amount=100}'
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